Search found 1100 matches
- Tue Nov 08, 2016 2:36 pm
- Forum: Ideas and Suggestions
- Topic: (Option for) white chat messages in mp
- Replies: 4
- Views: 2112
Re: (Option for) white chat messages in mp
I'd like some kind of black "shading" on the chat text, regardless of what colour it is, because it increases the contrast against the background.
- Thu Nov 03, 2016 12:55 am
- Forum: Ideas and Requests For Mods
- Topic: [MOD REQUEST] Auto-Paving BP Placer Machine
- Replies: 7
- Views: 2300
Re: [MOD REQUEST] Auto-Paving BP Placer Machine
Yes, an entity for placing tile ghost rather than a selection tool is valid. Using a selection tool to do that is easy, but it is limited by the screen size. Say you want to pave an area that is beyond the screen, you will have to move to there. Not just that. The core of my requested mod is that t...
- Wed Nov 02, 2016 11:00 pm
- Forum: Ideas and Suggestions
- Topic: Numerical slide intervals 90-100-200 and 900-1000-2000
- Replies: 7
- Views: 2088
Numerical slide intervals 90-100-200 and 900-1000-2000
When using the mouse to control the numerical slider, the intervals are usually fine. It goes by ones, 1-2-3-4-5-6... up to 9, then in tens, then in hundreds, then in thousands. Usually those are fine. It's just that I'd very much like to see two additional interval "stops" added, which is...
- Wed Nov 02, 2016 10:39 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Wooden Fences
- Replies: 10
- Views: 16194
Re: [MOD 0.12.x] Wooden Fences
Can you please update this mod to 0.14 and put it on the portal?
- Wed Nov 02, 2016 10:09 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Bottleneck
- Replies: 115
- Views: 99109
Re: [MOD 0.14.x] Bottleneck
Thanks for making this mod. I've been playing for a little over 2 years now, and I only just very recently realized that it annoys and frustrates me that I can't at-a-glance see whether my machines are working or not, and if not, whether it's because of input or output reason. Both are reasonbly eas...
- Wed Nov 02, 2016 9:54 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Expanded Tools [1.0.3]
- Replies: 27
- Views: 36048
Re: [MOD 0.14.x] Expanded Tools [1.0.2]
Thanks!jpas wrote:It should be updated now.Peter34 wrote:Will this mod be updated to 0.14?
- Wed Nov 02, 2016 9:42 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Logistic Combinators
- Replies: 49
- Views: 43230
Re: [MOD 0.12.x] Logistic Combinators
Is there a mod for 0.14 that does something like this? I'd dearly love to be able to have some Nixie Tube (another mod) displays in my center-map Citadel (at 0,0 coordinates) showing me numerical readouts of important fortress data, such as (in particular) how many Alien Artifacts I have in my vario...
- Wed Nov 02, 2016 9:36 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Small Artifacts
- Replies: 13
- Views: 9214
Re: [MOD 0.14.x] Small Artifacts
I like this mod, and I imagine it's even more fun if it's enabled from the beginning of the game, rather than only in the late mid-game which was when I decided I wanted to try it. Thanks for making and updating it. But when I run out to harvest Alien Artifacts, and use the Construction Robots from ...
- Wed Nov 02, 2016 3:44 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 143920
Re: [MOD 0.14.x] Modular Armor Revamp
Thanks. I'll update the mod, report back to you, but it might be a few days.
- Tue Nov 01, 2016 11:58 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 143920
Re: [MOD 0.14.x] Modular Armor Revamp
There's some very wonky behaviour with the 0.14 version of this mod. If I install more than a few modules, some of them refuse to charge their internal energy storage. For instance if I install 8 RoboPorts, it seems as if only 4 of them ever charge. I still get the benefit of the larder Robo-radius,...
- Tue Nov 01, 2016 2:38 am
- Forum: Mods
- Topic: [MOD 0.13.7+] Extendo-Reach
- Replies: 13
- Views: 5463
Re: [MOD 0.13.7+] Extendo-Reach
It means there's now a mandatory categories property in the prototype definition for `grabber-equipment`. So you'll need to add in categpries = { 'something' } to that prototype, where 'something' is a relevant category name (string). Thanks, but I have no idea how to do that. Also, it seems that e...
- Sun Oct 30, 2016 9:33 am
- Forum: Mods
- Topic: [MOD 0.13.7+] Extendo-Reach
- Replies: 13
- Views: 5463
Re: [MOD 0.13.7+] Extendo-Reach
To update extendo-reach for 0.14, it looks like all that's needed is to change factorio version to 0.14 in its `info.json` You possibly also need to remove the `require "util"` from first line of `control.lua` but not sure. Thanks, but after removing the "require util" line, I g...
- Fri Oct 28, 2016 9:30 pm
- Forum: Mods
- Topic: [MOD 0.13.7+] Extendo-Reach
- Replies: 13
- Views: 5463
Re: [MOD 0.13.7+] Extendo-Reach
To update extendo-reach for 0.14, it looks like all that's needed is to change factorio version to 0.14 in its `info.json` You possibly also need to remove the `require "util"` from first line of `control.lua` but not sure. I did try to update the "version" to "0.14", ...
- Fri Oct 28, 2016 9:30 pm
- Forum: Mods
- Topic: [MOD 0.13.7+] Extendo-Reach
- Replies: 13
- Views: 5463
Re: [MOD 0.13.7+] Extendo-Reach
This mod has a "pick stick" to reach longer - sounds like similar sort of thing to extendo-reach. https://mods.factorio.com/mods/binbinhfr/BigBags That mod seems to do a lot of things. I prefer smaller mods that each do one thing, so that I can create exactly the experience that I want, f...
- Thu Oct 27, 2016 6:47 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] High-friction surface covering for parking
- Replies: 5
- Views: 1996
Re: [Request] High-friction surface covering for parking
That works.aubergine18 wrote:Just edit the info.json to set factorio version to 0.14
- Thu Oct 27, 2016 6:28 pm
- Forum: Ideas and Requests For Mods
- Topic: [MOD REQUEST] Auto-Paving BP Placer Machine
- Replies: 7
- Views: 2300
Re: [MOD REQUEST] Auto-Paving BP Placer Machine
This sounds a bit like overkill to me. What if, instead, there was a custom selection tool where you drag over a bunch of tiles and then it places ghosts for concrete floor? This way you'd have precise control over where flooring is applied and be able to mark large patches for flooring/de-flooring...
- Thu Oct 27, 2016 6:25 pm
- Forum: Ideas and Requests For Mods
- Topic: Quick & cheap & early way to mark/colour large areas
- Replies: 19
- Views: 6168
Re: Quick & cheap & early way to mark/colour large areas
I deleted the Concrete Edges from my /mods folder, and the game now loads with the Chunk Markers mod enabled. So that is indeed the cause of the problem.
- Thu Oct 27, 2016 5:30 pm
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 202816
Re: Support - Uranium Power
Will there be an official update to 0.14?
- Thu Oct 27, 2016 5:29 pm
- Forum: Mods
- Topic: [MOD 0.12.33] Simple Death Messages 0.0.1
- Replies: 6
- Views: 2750
Re: [MOD 0.12.33] Simple Death Messages 0.0.1
Alpha 0.14 is at severe risk of tasting like unspiced boiled chicken, if you don't update this mod!NoPantsMcDance wrote:Adds a bit of flavor when you die
- Thu Oct 27, 2016 5:28 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] High-friction surface covering for parking
- Replies: 5
- Views: 1996
Re: [Request] High-friction surface covering for parking
Thanks again, for making this mod.
I've yet to test your mod, but my "grand" multi-player game resumes on Sunday, less than 72 hours from now, so it'd be super nice if you could update this mod to 0.14.
I've yet to test your mod, but my "grand" multi-player game resumes on Sunday, less than 72 hours from now, so it'd be super nice if you could update this mod to 0.14.